TES Skyrim 0.265

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*sensei*
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Re: TES Skyrim 0.265

I see I need to set PallaxTerrain to false on my ENB preset download, and let the texture
modder and the user to enable that. I'm using the Bethesda's HD texture pack, this
picture from the Solitude gate showed the liquid looking terrain.
Image
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Re: TES Skyrim 0.265

Okay, i'll do silent update in few minutes with terrain parallax to false by default.
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Re: TES Skyrim 0.265

Just saying : I didn't notice any particular bug with latest Nvidia WHQL on my rig (Win 7, i7 920, 2 x GTX 770 4GB).
Why and how it happens for some, can't tell.

About parallaxed terrrain, wow.... what an improvement, again ! Some textures don't work properly, but it's totally worth it.
Thank you, Boris !
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Re: TES Skyrim 0.265

Very nice, the game could look so much better. You are awesome Boris!
Now most people would need a list, what dds files are for terrain and which are for meshes. Hopefully there are no overlaps or is it the whole landscape folder? That could cause some problems.
Would it be possible to use extern parallax files? Having 2k files from dxt1 to dxt5 is an additional ~2,7mb and with 4k it's 10mb.
With that being said the parallax technique in skyrim seems fine with 600kb 1k dxt1 files and the quality improvement of 1k->2k->4k doesn't seem to be worth the extra vram.

From the looks of it, it seems that sometimes the diffuse map is used for the effect, which results in those strange visuals.

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Re: TES Skyrim 0.265

Parallax for terrain can't be done by separate height maps, because there is no free texture samplers available for shader input and game do not have the code which is load extra textures for non existing shaders. And i don't think it's such a big deal to change dxt1 to dx5, 4 bit vs 8 bit is not uncompressed 32 anyway. Also to compencate loss of vram you can decrease size of normal maps, they don't need to be equal to size of diffuse.
From the looks of it, it seems that sometimes the diffuse map is used for the effect, which results in those strange visuals.
No, it's because alpha channel of diffuse maps have data. Mistake of modders or game developers, it's not used in game.
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Re: TES Skyrim 0.265

From the water-distortion-like effect, is it possible to do a wetness map for when it rains? I imagine it would be applied like a vertical projected texture that increases specularity and decreases diffuse brightness.
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Re: TES Skyrim 0.265

DaemonWhite
This is impossible by many reasons. Materials are very different, snow areas, sand, plants, metal, wood, stone - all these have absolutely different look when wet. Make them fully under water is ugly and not realistic. This is not kind of effect, which can be applied as generic everywhere.
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Re: TES Skyrim 0.265

Alright, cool.
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Re: TES Skyrim 0.265

By the way, while we're already on topic, Boris.

Would it be possible to also implement spec maps for terrain, by having it grab the alpha from normal map like vanilla?
I'm sure this would help the swampy, riverside and coastal regions a lot.

Of course we'd have to redo a few spec maps, but seeing how fast you set up the parallax asking doesn't hurt.
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Re: TES Skyrim 0.265

Been testing out 265 tonight. Loading screen FPS is working fine for me. No shadow issues with Nvidia on my end either. Tamu's beach texture with new terrain is pretty nice. Sample shot:

Image
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